Psychology, Pedagogy, and Assessment in Serious Games

Nonfiction, Reference & Language, Education & Teaching, Teaching, Computers & Technology, Entertainment, Games, Video & Electronic
Cover of the book Psychology, Pedagogy, and Assessment in Serious Games by , IGI Global
View on Amazon View on AbeBooks View on Kobo View on B.Depository View on eBay View on Walmart
Author: ISBN: 9781466647763
Publisher: IGI Global Publication: November 30, 2013
Imprint: Information Science Reference Language: English
Author:
ISBN: 9781466647763
Publisher: IGI Global
Publication: November 30, 2013
Imprint: Information Science Reference
Language: English
As the widespread use of digital entertainment has changed not only the ways in which we spend our leisure time but also how we learn and communicate, Serious Games have emerged as an effective tool for the purpose of learning, skill acquisition, and training. Psychology, Pedagogy, and Assessment in Serious Games addresses this issue by offering empirical evidence for the effectiveness of Serious Games in the key areas of psychology, pedagogy, and assessment. Emphasizing both the theory and practice in the learning and training of Serious Games, this book is useful to educationalists, researchers, sociologists, and psychologists interested in the potential of games to support learning and change behavior.
View on Amazon View on AbeBooks View on Kobo View on B.Depository View on eBay View on Walmart
As the widespread use of digital entertainment has changed not only the ways in which we spend our leisure time but also how we learn and communicate, Serious Games have emerged as an effective tool for the purpose of learning, skill acquisition, and training. Psychology, Pedagogy, and Assessment in Serious Games addresses this issue by offering empirical evidence for the effectiveness of Serious Games in the key areas of psychology, pedagogy, and assessment. Emphasizing both the theory and practice in the learning and training of Serious Games, this book is useful to educationalists, researchers, sociologists, and psychologists interested in the potential of games to support learning and change behavior.

More books from IGI Global

Cover of the book Interdisciplinary Perspectives on Business Convergence, Computing, and Legality by
Cover of the book Probabilistic Nodes Combination (PNC) for Object Modeling and Contour Reconstruction by
Cover of the book Engaging STEM Students From Rural Areas by
Cover of the book Ethical Technology Use, Policy, and Reactions in Educational Settings by
Cover of the book New Opportunities for Artistic Practice in Virtual Worlds by
Cover of the book Handbook of Research on Intrapreneurship and Organizational Sustainability in SMEs by
Cover of the book Consumer-Driven Technologies in Healthcare by
Cover of the book Handbook of Research on Ergonomics and Product Design by
Cover of the book Business Innovation, Development, and Advancement in the Digital Economy by
Cover of the book Computer-Assisted Language Learning by
Cover of the book Exploring the Benefits of Creativity in Education, Media, and the Arts by
Cover of the book Collaborative Knowledge in Scientific Research Networks by
Cover of the book Encyclopedia of Information Science and Technology, Fourth Edition by
Cover of the book Handbook of Research on Advocacy, Promotion, and Public Programming for Memory Institutions by
Cover of the book Exploring the Effectiveness of Online Education in K-12 Environments by
We use our own "cookies" and third party cookies to improve services and to see statistical information. By using this website, you agree to our Privacy Policy